Temple of the Astral Prophet1 weekDwarf spaceOuter spaceAlgorAstroid BeltProtected routeMalapensaI'FortoonaLomaPiskeroGiff systemGith Flotilla(last known location)Dawnstar'sResearch StationAlgor (gone)Algor's moonRionDelaniFarflalan321Adventurer's pathAdventurer's Timeline- Wendel the wizard on planet Algor charges us to retrieve an urn. He lends us a small ship, and a crew of 5 red shirts and 1 captain, Doalot, which we take to a nearby moon where a ship has crashed. - We encounter a dead Illithid (Mindflayer) ship broken in half, the stern of which is balanced precariously in a crevace. Yuyual scouts ahead and sees that the ship is surrounded by Gith bodies. While checking out the body, Yuyal gets stung by batlike creature, but seems to be ok. - We enter the bow part of the ship, find more dead bodies, some Gith, some Illithid, but no urn. We find the spelljammer chair, with a body in it pierced by a Gith sword through the chair, a tradtional Gith way to disable a spelljammer. As we investigate, a 2 headed worm humanoid attacks us, but we kill it heroically (mostly). - As we inspect the body in the chair, mosquitos come out, stinging Yuyal. Rain saves Yuyal by envelopping her and the mosquitos, suffucating the tiny things. - Barbuckle stays behind in our own ship, hovering over the stern of the crashed ship, while the rest goes down to investigate. - We find a tunnel out of the ship into the rock, where we find more Gith bodies (Yuyal finds a craftful Gith spear). - The tunnel splits, so we split too. Elecksci and Idel go down the top tunnel, where they find a dead Illithoid, clinging to the urn in an almost loving embrace. As Idel touches it, he passes out and has visions of an enormous ancient Illithid empire. While he is passed out, Elecksci steals the urn, but in that moment, Barbuckle, having found the parking break, joins in and revives Idel and they both find out about the theft, forcing Elecksci to hand back the urn to Idel, whom seems more than a little interested in it. Meanwhile, Yuyal and Rain find a pool of sentient goo at the end of the bottom tunnel. They prod and poke it a little, trying to find something on its bottom, but the pool stirs and starts moving towards them. Running back, noticing they won't make it in time, Rain falls back and touches in a melting way with the pool, sharing an intimate moment, while the crew looks on with a mix of awe and disguist. - With the pool temporarily halting back, we run off and flee onto the ship, hitting hard away from the crevace while a whole flock of the alien bats fly through where just a moment ago our ship was parked so precariously. - On the way back, Rain incites the team to mutany, killing the red shirts, while Elecksci tries to charm Doalot. Both are poisoned by Idel and Rain, who forgot to mention that part of the plan to Elecksci, and when they wake up, everyone is invisible and everything Doalot touches catches fire... AlgorIllithidGithEpisode 1- We kill Dolalot, get the urn and his shotgun, while meeting Amos and Elanor, who have been hiding in the ship this whole time trying to stop the mindflayers, of which they have heard back on Algor in the undergrund, where whispers of villagers that have gone missing circulate wildly. - Rain ingest Doalot's arms to give himself fire hands, which works for a time, but starts to fade quickly. - A big-ass capitol ship headed by Captain Chadius confronts us, Amos convinces them we have a diease, giving us time to dispose the bodies (Idel cooks the bodies... seriously this team is a freak show...). - They seem to start to lose interest and appear to get ready to turn less friendly. In a last ditched effort, we tell them about the mindflayers, which peeks their interest. They demand the urn and they invite us to a Capital outpost in the Malapensa system to report what we have seen. Without many other options left to us, we agree to both. - In the capitol colony, everyone is treated well but watched closely. Everyone is interrogated separatly, those encouters ranging from polite conversations to Amos throwing a rat at his interrogator. There is also another astral elf among them interrogating Yuyal, who asks about her parent's ship the Naraiwe, which got destroyed by the pirates that captured and enslaved her, but she has only heard of its demise. - We meet Chadius's dad, Commander Clooney, who condescends a lot but offers us a contract to take one of their ships in to investigate, instead of allowing Chadius to advance with his plans of expansion. The crew is undecided.... MalapensaEpisode 2- We turn down the contract, but decide to hang around a bit to resupply and learn what we can. - Elanor and Yuyal spend time on the street and in taverns to hear what people say about the Capitol, and find out that other ships have been hired before for similar missions. - Rain stakes out some armory shops but is too poor to afford anything. Who can guess where this is going at this point? - Idel tries to find shipwrights, learns of an amazing shipwright on Loma, and an ok-one on Algor. He also learns that the Dwarves have the best Tech in the astral plane, followed by the Giff. - Elecksci tries to find other sorcerers to learn more spells, and he finds one who gives him a little scoll that says "Cebelina I'Fortoona", before self igniting. - In the evening, we decide to have Elecksci, Idel and Rain incite a tavern brawl as a distraction while Elanor and Yuyal pick pockets, stealing 90 gold, which we split evenly. - The next day, Rain hides in a crack in the armory shop, waiting for the night to let the others in and rob the place. In the meantime, Yuyal visits a library to find a book on Gith (which she finds and steals) and Illiths (which they don';t have). While asking the librarian Ulrike about a Gith book, she tells her there's a Gith ambassador in the colony. The team visits ambassador Kamal, where Yuyal hands him the Gith spear as a gift, while promising him they burried the dead Gith bodies in Episode 1 according to traditional Gith customs (which she quickly read in the book). He is touched. - Having gained his trust, the teams senses an opportunity to drive a wedge between the capitol and the Gith and to make an ally, so Yuyal tells him the capitol didn't care at all about the mindflayers, and Idel decies to tell him about the urn, and that the Capitol has stolen it. - Kamal is visibly shaken, he identifies the urn as a device to store brains of an ancient and powerful mindflayer. If the mindflayers consume that brain they will be unstoppable. He asks the team if they will bring his message to the Gith flotilla to warn them, while he will try to retrieve the urn. He proviedes us with passwords and direcions to get there, plus, upon request, a cart, which the team wants to use to rob the armory with Rain. He also tells us of a recently discovered ship wreck in this system, which hold valuables, as the Capitol has comissioned an expedition to it that leave in the morning, and tells Elecksci that "I'Fortoona" is a system. - They rob the armory, retrieving from a hidden safe a heavy box with gold and some scrolls, a spikey armor for Rain and 3 magic boots. - We narrowly avoid capture and escape to our ship, where we find Barbuckle heroically prepping the ship and Amos playing with his rat the whole time... Loma I'FortoonaEpisode 3GiffDwarves- Before leaving, we hire a small crew of 5 competent, yet disposable teammates. - We leave the colony planet and head to the site of the crashed ship. - We find two ships, one in pieces and unidentfiable, the other broken in half and belonging to the Dwarves. - Barbuckle expertly parks the ship right between the two halves and we split up. We notice space eels around us, which, for now, remain calm and do not seem to mind our presence. - Rain, Elecksci and Yuyal investigate the bow, Barbuckle, Idel and Elanor the stern. - Bow: We notice bodies, mostly lifeless automatons that Dwarves use as cheap and disposable labor, but we also find one Orc pirate, which we recover a large axe from. We then head down to the 2nd level, where we find 5 large crates. We open one and find canisters for differently colored liquids. Of coure Rain ingests one, feeling a little dizzy but stable for now. - Stern: The team directly proceeds to the lower level, Barbucke sensing some magic below. We also find crates. Before they can open them though, both teams notice 3 large space sharks approaching us quickly, not looking friendly. We ready ourselves to fight the space sharks! - Stern: Barbuckle being distracted by the magic and Elanor not warning Idel in time, Idel gets caught by surprise and is knocked off the ship, managing barely to hold on to drop only one level. down He resumes his attack though, and with help from very vicuous musical mockery by Elanor and healing power by Barbuckle, Idel slices the thing in 2 perfect fillets. - Bow: Rain confronts one of the sharks, trying to burp his ealrier ingested silverly fluid onto it but misses. He gets bit a little but holds on. Yuyal teleports herself onto another shark, irritating the thing enough so that Elecksci can shoot it with magic missiles. Yuyal pulls out her knives, stabbing the thing on both sides but sliding her right knife down to the fin, causing the shark to steer right and slam into the shark attacking Rain before dying from its wounds. Rain than kills off the last shark. - All the fighting and vomiting of ingested plasma causes Rain to start glowing and causing random magical effects. This causes the space eels to wake up and attack us as well. The team dispatches them, Idel revengefully cutting more fillets for dinner. - We load 4 crates onto our ship and head on to the Gith flotilla. - On our way, we encounter the trace of a space whale, whose feathers are known to confer incredible luck, but the trail is cold and we have no time to waste. We also encounter a massive group of space sharks but they luckly pay us no attention. - Yuyal, emerging from another astral trance, remembers some elf alchemy techniques, using that knowledge to find out that the canissters we found are half processed ores the Dwarves use, which are extremly expensive when fully processed. - Finally we find the flotilla, our flag signs granting us safe passage to the center which is an island connected via large chains to hundreds of ships pulling it through space. We are directed to pull our ship to a large skull head shaped landing zone, where we are greated by a a procession of 5 female and 4 male Gith. We notice the absence of any kids in the vicinity and everyone around us being battle ready. We are welcomed by the oldest of the procession to To'Na Rath. Episode 4To'Na RathAdventurer's InfosNameClassRaceBackgroundStr Dex Con Int Wis ChaAbility ScoresProficienciesAmosDeceptionInsightInvestigationPersuasion10 12 14 12 14 18TieflingWarlockBarbuckleAnimal HandlingAthleticsNatureSurvivalWildspacer8 10 12 12 16 9GiffDruidElanorArcanaDeceptionIntimidationSleight of HandStealthUrchin9 16 13 12 9 16DrowBardIdelAthleticsArcanaReligionInsightPerceptionFaction Agent16 12 16 8 14 13RebornFigtherRainArcanaAthleticsHistoryNaturePuddle18 15 16 16 10 10PlasmoidFighterYuyalAcrobaticsDeceptionInsightInvestigationPerceptionSleight of HandStealthCriminal11 16 12 12 14 12Astral ElfRogueElecksciArcanaDeceptionPersuasionSurvivalVat12 10 15 10 15 17HumanSorcerer4GlossaryTieflingGiffDrowRebornPlasmoidAstral ElfHumanDwarvesIllithidGithWarlockDruidBardFigtherRogueSorcererClassesRaces5PlacesI'FortoonaMalapensaTo'Na Rath Loma AlgorPiskeroRulesConditionsEpisode 6- Elecksci puts the silver ring on, gets snake fingers and the ring won't come off, and Amos finds a gold amulet, coils of snake around an ember with a green drop (of which we find some more off later on too). - We open the door at the end of the hallway, snake arms raise, we freeze it, but as we lift off the bar, another falls from the ceiling, hurting half the team. We enter an enormous chamber, (E-W), 70ft long. 3 big coffins, nice wood, decorated. We open tombs, a skeleton comes out of one, says in snake tongue "die, intruders, die!", which Amos understand due to his comprehend language spell (which we use multiple time throughout the dungeon). - At end of hallway, there's an 8x8 ft statue, carved out of stone, cross of snake, frog, intestins, which reveals an eroded trap door underneath, wet stairs going down, where it appears to be very cold. - The stairs end in a wide corridor going to the east with statues flanking the sides. There is 3-4 thousand years old mold around the first statue, that has been slightly rotated. Idel rotates it and it opens a secret door, to a guard room, 2 pole arms between which is silver plate of an angry snake face (which we nick of course). - At the end of the corridor, there is a large octagonal chamber with an enormous well at its center. The pit in the well has dripping water from top, now is full, of slightly acidic, very dirty, smelling licorice oily water, 10ft deep. Each side has a door, with statues between them. Amos tries the water in the well for some reason, and says it tastes sweet, but starts to feel week in his arm and stomach. After Idel throws some food into the well attached to some rope, we see mummy hands in the well and a blinking thing. Amos uses his mage hand to find a ring, untarnished by age (magical). Amos puts it on, right eye falls out, but he can see out of the glass eye that fell out. - We go on to open each door, some of which are caved in, and more terracota statues, rotten beds, another pendent (silver with scales and an emerald), tubes that hold scrolls. Some are still in tact, which Amos grabs. Ornate images of snakes raining from sky, a large stone coffin with the remains of mummification gone wrong (black oozy goo). Rain merges with it and it flows inside of him. Memory flashes with triumphant snake looking over army. It tries to take over Rain, but they share control. He hears the name Franbinza. Amos checks lore book, finds it was the last ruler of the city. Another tomb that was broken open by collapsing stones, where a skeleton had ran around for ages leaving a circular track in the stone, hallway leading into a tomb, stone coffin. We open it, poison comes out. Elecksci gets shocked stepping on a trap stone on the way out). - Finally, in the terracota room, Amos blows them up and we find a trap door, go down corridor, open door, and find an old mosaic. We enter a huge stone chamber, 120ft across. hugely tall, bats on top. Stone statues of spiders, goblins, bats, all destroyed. There's a large snake lizard hybrid thing, walking around with chains up to the ceiling. They distract like a kitten with shiny lights on the wall by Yuyal casting dancing lights. - We go west (right), see a hallway, with 2 doors, but we go down stairs. Through a revolving door, one side is a spear trap (hits yuyal), other golden idol. Disgusting room on the other side, goblins shattering far way. Amos and Elecksci investigate. 30 Goblins chant to some king. - We go back around to another door, but come back around to the goblins. We impersonate snake gods, ask them if they have seen an urn, to which they give different answers involving a bad mum and bad dad. Rain unfortunately is having problems keeping the black goo inside of him in check, but gains the insight that while they are still fighting for control of the body, the power of the cursed snake goo is confined to the tomb, so, with heavy heart, Rain decides to leave the Tomb and go back to the ship to let the goo die off outside in the sun. - We decided to check out bad mum first. Through a room of pots and pantry, we hear a whimpering. Yuyal decides to stealthily go through in the dark, and finds an elvish women chained to the ground. She proceeds to try to free her from her chains, but the elf is revealed to be a succubus and gives Yuyal a big smooch that takes some 20 years of her life and takes some of her health away too. The team tries to attack her as she goes invisible, but miss and she escapes, leaving back a circle of demonic runes on the ground that once were her true prison. They do find an urn but it was just a regular urn containing nothing special. - The Gith delegation leads us to a conference room. On the way there we notice the many different styles of architecture of the Gith buildings, which they acquired from all the different cultures they freed from the Illithids. - Alternating between male and female, the Gith quiz us about our encouter with the Illithid brain. When done, they bid us to leave them to hold council, inviting us to explore the city as guests for now, but to not go far. - Asking around in taverns, sparring matches and shops, we learn that Gith, just like Astral Elfs, can pass along their knowledge to their offspring, as they too live in the astral sea, and also can get very old because of it. We also learn that the goal of a Gith is to hone a skill to perfection, which includes Dragon riding, all kinds of weaponery, but also arts. We also learn that the big skull of the island is actually the remains of the heads of a god. We learn that while the underside of the island is used as farmland (gravity plane is in the center), the middle is a labyrinth of tunnels and caverns forbidden to outsiders. We also learn that "belina", which we know is somehwere in the I'Fortoona system, is Gith for "whale", which the Gith treat as an honored and extremly revered species. In other langues it is also called "kindori" sometimes. - We are invited back in to the council, who tell us that there are 3 known Illithid ancient heads, one the Gith had tried to recover, but died in the attempt while also killing all Illithids. This is the one we found. One other is missing, but the Gith believe they have found the third on the desolate jungle planet Piskero in the Piskero system that was once the center of an empire of snake-like humanoids. - The Gith tell us that they don't want to attract attention by sending their own raiding party, but that an innocent adventurer team could go there without suspicion. They hence ask us, and we accept, to retrieve one of the missing Illithid ancient brains from Piskero for them. They provide us with a mind probe resisting headband and a poison curing ring, food and wishes of good fortune. - The travel to Piskero takes 3 weeks, the first of which goes smoothly first, untill we are suddendly and violently pulled out of astral speeds and attacked by a mean looking, metallic ship in the shape of a scorpion, sitting on an asteroid, firing giant fireballs at us. We manage to evade the first shots, but realize we are severely outgunned. After a quick vote, we decide to flee. They pursue us and are gaining on us, so we decide to try a wildshot by dumping one of our canisters of alchemy potions, Elecksci shooting magic missiles at it just as it reaches the scorpion ship. The explosion is wild, colorful and surpassing our wildes hopes. A look through the spyglass reveals no movement on deck, so we trun around and get closer, indeed realizing the explosion killed the entire crew. While the fire catapult and pincers are heavily damaged, the charred ship itself is in flying condition! We have taken another ship! - In the second week, we meet a swarm of fish swimming among little playfull Chwinga Faeries. They play some pranks on us but are otherwise harmless and we let them be. - Different personal projects proceed, Elanor learns thieves kant, Amos contacts the rat king and Yuyal tries to learn more about the alchemy canisters. - We arrive on Piskero and land close to the city of Yuanti, which has a strong aztec vibe to it. We leave 3 crew members on our skiffer and take 2 with us on the scorpion, crawling towards the city. As we enter the city we notice statutes of upper and lower snake bodied humanoids. - We camouflage our ship and task the remaining 2 crew memebers to guard the ship, as we enter the tomb in the center of the city, which the Gith have directed us to investigate. - Amos using magic to read and understand some writing on the entrance, we learn the tomb is of Xi'Xi Mantr, but other than that, all writing has faded and the air is stale. Idel pushes the door open and we enter the first chamber. - There are 2 doors on the left, 2 on the right, and one at the end of the tunnel. The first two have wooden tombs in them. When we open them, we find terracota statues of armed warriors. The seond two have stone tombs with terracota statues of scholars. One of them wears a silver ring, and while we are aware of the likelihood of booby traps, the absence of any other treasure leads us to suspect that this ring is important. Elanor carefully pries it off, but slips at the last second, causing a whirlwind of green mist to erupt, which vanishes shortly, but leaves Yuyal and Amos reeking, as they have been poisoned ... Episode 5Piskeropoisoned - They go back in the direction the goblins told them where bad daddy was, passing the giant snake lizard and notice he wears a chain with a golden key. They try to take if off with the mage hand but that doesn't work, making it angry. For now, they decide the mission is too important to deal with a giant basilisk and move on. - We find a throne room with an ornate, cool looking throne. Yuyal, exhausted from all the getting pierced, sliced and getting sucked years of life of her, sits down on the throne, and immediately has a psychedelic trip. She feels power surge through her, snake like thoughts entering her mind, and first signs of physical changes too in the forms of a split tongue. Barbuckle pulls her off, but Amos and Elecksci find themselves super jealous of that ectesy trip and each try it out too with the same results. All three now also speak snake-tongue. - They move on to encounter a giant snake lich king, Xi Xi Mantr himself, who asks them why they bother him? Elecksci, ever quick thinking and charming, becomes a slimy little servant and tells him that he himself has sent for them. He seems confused, he is obviously ancient, but decides to accept the reason after everyone shows submissive devotion, but fetches some suspicious looking drinks for everyone, telling only Elecksci with an eye wink not to drink it. Yuyal manages to pull a sleight of hand and fakes drinking it and then passing out, while Amos uses a later moment of distraction to do likewise. Idel however, trusting in desperation in his resistance to poisons, drinks the poison, but falls down. Barbuckle is gripped by fear and slowly backs out of the room, not being noticed by Xi Xi Mantr. Xi Xi Mantr tells Elecksci to put away the "bodies" into some tubes, muttering how he will renew himself with the gift, and moves excitedly into a different room. Amos uses the distraction to inspect the many scrolls in the room, while Yuyal finds a hidden room with a large brooding pot, many different colored poisons and, with shock, the urn! Knowing they don't have much time left, Yuyal decides, despite her complete lack of potion knowledge, to try to poison the brooding pot that Xi Xi Mantr likely uses to extend his life, by picking 3 bottles of black potion, emptying one in the pot. It immediately starts foaming though and making large noises. Suddenly, a booming voice from the door, Xi Xi Mantr ask angrily "what are you all doing in there?! Betrayal! The team, in a panic induced attack that yet, for the first time in their tumultous journey somewhat resembles a cohesive, coordinated effort, throw everything they have at Xi Xi Mantr in an effort to stun him long enough to get out of there alive! Barbuckle, gathering all his courage, glowing with amber light of a divine spark, enters the room and blasts a divine beam at Xi Xi. Amos puts all the dangerous energy of the days and weeks on this mission on a his most powerful eldritch blast. Yuyal grabs the urn, runs out the hidden room and throws one of the remaining 2 black potion bottles at Xi Xi Mantr on the way out. Idel, waking up from either the ruckus itself or all the poisonous fumes slowly filling the room, bolts out as well, not bothering to wonder what, where or whom. Finally, Elecksi fires a true barrage of magic missiles at the shelves of alchemic elixirs, potions and scrolls, before they all bolt out. Terrified, they still hear Xi Xi cursing, who does not appear to have been seriously wounded by their efforts at all, screaming "my work! my work! thousand of years of collecting, studying!...." Waves of shock travel through the tomb, revealing a power that none of them had ever guessed at. They run for their lives, goblins and skeletons just ducking out of their way or being sliced and shot away, as fear drives them to a ruthless instinctive frenzy, barely making it out of the tomb before the entry collapses, run to their ship, escaping at speeds not safe for planetary travel. After an eternity of an hour of fear of being chased, no one speaking, they realize they made it out, and start to relax. The team start to slowly unpack their loot and treasures, a mad light heartidness returning that is so characteristic of this team. Drinks are poured, jokes are made, joy returning. To everyone but Yuyal, who sits in her room, holding the urn, wondering inside her head with an alien coldness, if after all, she should not be destined to rule in greatness... Episode 7- Yuyal goes into a trance after sitting on the throne of XiXi Manter, presumably to contemplate the consequences of all our actions. Meanwhile the rest of the crew does their best to ret-con a certain phallic flair to the Astral Elves culture. -Immediately after this, our dear and beloved crewmate, Falloidian, comes bearing a message from an enigmatic being. A human bearing a startling resemblance to an old Don Draper. We do not learn his name nor that of his faction, but he does offer us something in exchange for allowing his people to study the Urn with the Mindflayer brain for one week and then return it to us. Negotions continue for the better part of an hour!! We finally agree on a Ring of Invisibility, Belt of Frost Giant Strength, and 15k gold for allowing study of the urn for one week. After that, Falloidian turns to ash. - We head to the drop-off location to pick up the material and drop of the urn. In route we come up with the plan to give them a replica by disguising the urn with a piece of the Mindflayer core Rain now has inside of him. Elanor fashions a decent replica of the urn and we perform the switch. We get our items, and leave the replica there on the magma planet. - We decide to return to the Gith, en route we spot a pack of Solar Dragons, ill-advised brainstorming ensues, but we do nothing at the moment. - Near the end of our travels, XiXi Mantr reappears as a spectre on our ship and we aren't quite sure what to make of it yet. He doesn't seem in the mood for milk and cookies however...Episode 8- Xi Xi isn't happy at us, and informs us of his first instinct to kill, disassemble and reassamble us as punishment. He reveals however, that in his quest to find us, he realized much has changed in the world and that he almost feels gratitude for reawakening him. Indeed, he seems fresher, more coherent and present than he was in the dungeon. He gives us the chance to redeem ourselves and prove to him that we could be a useful asset. We proceed to try to convince him that he has indeed no idea how much not just the world has changed, but also the technology, in the hope to appeal to his scientific side. Indeed, when we show him our alchemy supplies that we have taken from the destroyed Dwarf ship, he is fascinated. He wants to know where one can get more, and while he initially just wants us to bring it to him, we convince him to set up his lab on our ship, to which he leaves to make preperations, providing us with a list of things he needs us to procure for him and the means to contact him using the amulettes we, ... borrowed..., from his tomb. - We continue on to the Gith but encounter a fleet of Capital ships on the way. When asked about the state of our ship, we make up a story of having been attacked by the people we conned with the urn, having found them attacking a capitol trading ship. They renew their attempts of persuading us to work for them, but we decline. - Back in the Gith flotilla, we meet the elders and hand them the urn and are received with gratitude and the invitation to use their information network. We suggest we could be hired to steal the 2nd urn from the capitol colony on Malapensa, but they are hesitant and would only green light it if the mission cannot be traced back to them, as they don't want trouble with the capitol. - While inquiring about psychic ways to interact with objects, we inadvenrently give them the idea of building an urn compass. - We proceed to buy many potions (healing, shadow, sleep and flashbang) and are also given a psychic detontator from a psychic Gith, as well as a hat that shields the mind against psychic abilities. We also hire 12 experienced Gith marines that we station on our Scorpion ship, with the intent to pay Yuyals former captors a visit... MalapensaEpisode 9- We leave the scorpion ship with the Gith Marines behind for repair, which the Gith kindly offer to us for free, but it will take 2 weeks. - We leave off to Algor, but when we arrive, the planet is ... missing?! The moon is still there, and on closer inspection we see a small settlement and 2 dozens of ships huddled together in a rag-tag fashion. We go down to investigate, and learn it is a refugee camp, from the same city of Caldera that we started our journey from. - We meet Hamid the Halfling, who tells us what happened on Algor: 1 month ago, green lights appeared in the skies of Algor, after which vines started sprouting all over the planet. At first just a nuissance, they quickly overgrew and consumed everything, and as the people fled, they watched Algor collapsing into nothingness under the vines until nothing remained without as much as a house-sized asteroid to lay witness to what occured! - We traverse the refuggee camp a little and find out that some of the survivors, including Yuyal's crimnal contact and middle-woman (also called a tunnel) fled to the planet Rion in the Loma system. Barbuckle and Idel in trying to find clues meet a guy that sells memoria of Algor, including vines and green crystals supposedly related to the collapse of Algor. We also learn that Wendel the Wizard left Algor a few days before what happened on Algor. We leave some supplies for the refugees and head to Rion. - On Rion, we land in the harbor of Black Rock City, a city built on and around an onyx-black, rocky hill surrounded by a blue sea on one side and a purple forest on the other. When we land, we are greeted by a dead-inside looking and sounding harbor official who reads us the rules, whom we swiftly pickpocket clean, retrieving i.a. some keys and a ledger. We decide that this city is a good starting point to infiltrate higher society and/or criminal/pirate society, and that we need a break, so we spend a week partying hard, investigating and making connections. We are staying in the relatively luxerious "Dancing cow" hotel, where Idel starts to become a cook. Elecksci starts courting different highborns and learns the wealthiest and most influential family are the Scuddlemores. Amos practices healing skills, i.a. by cutting willing (Idel) and unwilling (Elecksci) crew members. Barbuckle studies the stolen ledger and learns that a certain pirate captain Falcon has docked here before while overpaying heavily for the docking fee, and that 2 weeks before that an entry was erased in the books. Yuyal goes to Rishka and learns that the pirate clan the Porcelain Princes are raiding trade routes around the system, whith her feeding them information in ships to rob, and that the Scuddlemores seem to be involved somehow. When the crew assembles again after the week to discuss what they have learned and Elecksci informs them of an upcoming ball at the Scuddlemores, a plan forms to infiltrate the ball and Black Rock's high society... Loma7689Episode 10- In our preperations for the Scuddlemoore ball, we learn that the West-Wing is always locked off during the ball, as well as the basement,and that the heads of the household staff are Geraldo, who goes out a lot on errands and is a dedicated follower of a Trifectic astral religion centered on protecting the weak, and Contessta, who is rumored to be a powerful witch in charge of magical security at the Scuddlemoore manor. - We arrive in festive dresses with masks (it is a masquerade ball) to the ball at 8:30pm, minus Idel (who had infiltrated the kitchen staff and is hence already there), Elanor (who has infilitrated the manor with her ring of invisiblity and with Idel's help). The party will end at 2am sharp, so we only have 5 1/2 hours to accomplish our goals of finding out what the Scuddlemoore's are up to with the pirates. - We enter the manor past some magical statues. While no weapons are allowed, Yuyal decided to test the system by hiding some knives, which are found and taken away, with some magical blood tag to pick them up later. We see a regal looking man under a bejwelled octopus mask at the entrance who we suspect to be Scuddlemoore himself. 8:30-9pm: Elecsci and Yuyal first go down to Idel and fetch the weapons of everyone else that Idel smuggled in, as well as establishing a psychic telepathic link between the three which will last 2 hours. Amos and Barbuckle hit the Booze station, where Barbuckle does his milk bubbling trick and impresses a short creature with a porcelain mask in the shape of a face having an orgasm. Barbuckle offers to show him the trick, so they go to a balcony and O-face has to take his maks off to perform the trick. He is a a goblinoid, with a painted clown face that after a intentionally spilled drink from Amos is revelaled to not come off. 9-9:30pm: Elecksci and Yuyal engage Scuddlemoore, and while Elecsci flirts with him, Yuyal studies him and eventually steals a crystal pendant that he has been reaching for a lot. In the meantime, Idel places Amos' magical eye in a bathroom stall to see if people take off their masks. Barbuckle and Amos go to the pool billard room where Amos destroys a guest wearing a Solar Dragon mask with green emerald eyes. Barbuckle follows him when he storms off into the library, but he evades all questions. He also notices that people have been giving him weird looks all night. There is also a female guest with an elaborate crow feather costume standing by chuckling at the scene. 9:30-10pm: Elecksci and Yuyal go to the balcony next to the balcony of the westwing, and while Elecksci distracts the guests there, Yuyal teleports over to the west wing balcony. She can't see through the windows nor open them, so she peaks around the corner seeing a sleeping guard. She kills him and enters the room there, which appears to be a bedrom, which she searches to find a bit of small jewlery items. Amos joins Barbuckle in the library and they chat up Lady Crow Feathers, which is when the crew realizes that the guests with the most elaborate masks must belong to the big pirate factions (crow feathers = The Crows, procelain O-face mask = porcelain princes...). Amos tricks her into revelaing that she is indeed part of the crows and that Scuddlemoore is providing neutral ground for them to meet here. Amos start charming and flirting with her, and since Barbuckle feels like the 3rd wheel, he leaves but magically enhances her charm on the way out. Idle joins the party and proceeds to chat with a guest with shimmering long hair and a golden monkey mask. She's a lady, and working for an yet unkown faction under Mr. Dark, who has a plan for their group, and is also a pirate. Idel is trying to get more information out of her in the second round of talks in the Jungle Room. As Amos was able to see her with the eye in the bathroom, she is a beatufiul apple skinned, blue eyed woman elf. Elanor emerges from the shadows, still invisible, and follows Scuddlemmore. In a quiet moment, he lets her know he knows she's there and tells her to leave now, but she persists and offers her services for employment. Scuddlemoore considers and offers her to stay around him for an important meeting later, if she tells hims something useful afterwards, he will consider her employment. 10-10:30pm: Elecksci goes to the dancefloor and charms a very crazen man in a floating star head costume. They make out and she takes him to the bathroom to have sex, where she reveals him to be shredded, covered in scars and has lightning shaped tatotoes on both his legs. His nipples are pierced too. Barbuckle made his way into the Crystal Room because his compass drew him there. Scudddlemore is meeting with a Flamingo man. The speak in code. They've had dealings in the past. The meeting ends poorly. Amos is chatting with Crow Lady. Amos finds out the meeting ends at 2:30am. And the meeting is at the stroke of midnight. Idel meets with the Golden Monkey Lady, who hands him a contact card that works when she shines it up to the moonlight, it reveals information of how to contact them. Elanor is still tailing Flamingo man, he is a short, stocky dwarf with machine bits substituting for flesh. He still seems angry at Scuddlemore. Yuyal in the meantime enters a different room in the westwing, an office, where she cracks the safe code and finds many documents, mainly records of buisness transactions, including who owes whom what, and about 5000 gold. Curious about why the crystal pendant was so important to Scuddlemoore, she notices a bust in the corner who seems to have just the right neck for the pendant. When she puts it on, she feels a rush of energy and the sensation of being teleported somewhere... 10:30-11pm: Yuyal appears in front of Scuddlemore's head of staff Contessta, who has a gun pointed at her. She's now in a security room with both Contessa and the other head of staff Geraldo. Before her psychic link ends, she tells Idel and Elecksci where she is (it appears to be a research lab/security room) and who captured her. She then opens up a new psychic channel to both Geraldo and Contessa, but appeals only to Geraldo and his altruistic religion to help, because Scuddlemore is an evil man in league with pirates and responsible for many deaths and child abuse. Elanor, who has followed Flamingo guy, steals another pendant from Starhead guy while Idel and Barbuckle try and talk to the Flamingo masked Dwarf. He seems content enough to wait with them here. As they tell him about the secret meeting that the pirates are invited to and he is not, he is upset, and we stoke his emotions against Scuddlemore. 11-11:30pm: Idel infers from a clue he drew out of Golden Monkey Lady that the meeting will be close to the Crystal room, so the team investigates and Elanor notices some arcane runes around a large mirror on the wall, so they touch it with the pendant and step into a secret room. They see some angry sculpted faces on the wall and realized they shoot lasers, but test with Amos’ mage hand that the pendant wearer is safe from them. They use it one by one to go through, sending it back with the mage hand each time, and come to the next room, find a door but no way to get in. Yuyal in the meantime is joined by Scuddlemore. Geraldo asks Scuddlemore about the accusations Yuyal has raised against him, but he dismisses is and says they can talk later. He demands his pendant back. When she tries something funny while giving it back to him, he backslaps her, Yuyal further pointing out to Geraldo how awful he is, reavealing old scars on her arms from her earlier days with the pirates from the Medusa ship. He leaves and promises to have “plans” for her. 11:30-12am: The team leaves the secret meeting place, except Elanor, who stays behind to spy. The first pirates come in and she learns a lot about their relationships. Amos and Elecksci take the pendant and go after Yuyal. Amos and Elecksci land in the Security room where Elecksci impersonates Scuddlemore, demanding to release Yuyal to him and update him on recent progress. He gets information about a secret weapon, but in his asking questions he should know the answers too, reveals himself, and as Contessa asks to call for security, he starts a fight. The three together manage to subdue both Giraldo and Contessa, but Amos shoots Giraldo in the foot when he gets too close to a console. Yuyal, still trying to turn him to their side, apologizes and offers to send for Barbuckle to heal him. 12-1am: While this is all happening, Elanor is getting a metric ton of pirate information hiding invisible at the meeting, where Scuddlemoore entered at exactly midnight. Solar Dragon w/Emerald Eyes is much more confident in the meeting than he was in the party after losing at pool. Elecksci gets Barbuckle to the research lab, who brings the flamingo head dwarf with him. Shortly after they get there and partially heal Giraldo though, Contessa shoots a powerful thunderwave, knocking half the team unconscious. Thanks to more of Barbuckle’s healing and incapacitating of Contessa, the team can revive itself but decide to get out. Before they leave, Yuyal gleens info from the Astral Map that will be revealed later. They all meet back by Scuddlemore’s office on the balcony, ready to make a run for it, when they see big old Thadius and Chadius from the Capitol with a sizable force of armed soldiers, ready to kick in the door and catch themselves some pirates. The team jumps to the them and offers to help them find all the masked pirates in exchange for a big reward. When they go in though, they only reveal the smaller pirates, instead warning the pirate VIPs in the secret room of the threat. Everyone goes to the Docks where O-Face is revealed to be named Dead Fetus, a captain of the Porcelain Princes. We go with the Golden Lady with the Shimmering Hair who seems to be an old acquaintance of Barbuckle and Amos has a sweet send-off moment with the Elaborate Crow Mask Lady. Someone we are now associated with… As we leave, we hear Scuddlemore shouting “Aboard, aboard, the Medusa flies again”, revealing that he is himself in charge of the pirate faction the Medusa belongs to... Episode 11- Taking a deep breath on Esmeralda's ship, the Maidens Distress, we slowly start to realize that the entire crew is undead (and a little disappointed when Esmeralda declares us invited guests, as opposed to,… sth else. Her first mate is Mick, who doesn’t seem to be happy about involvement with our Capitol, but we manage to dissuade them for now. Esmeralda makes it clear to us that we are in her debt for taking us and for potentially dropping us off at our ship, but in return she wants us to retrieve a prophecy from a holy place her crew cannot go. We agree and leave our ring of invisibility as collateral. Per our request (in case the Capitol find us) her crew ruffs us up a bit and drops us off into the ocean in the middle of the night. We are 30mins from our ship and swim there, just in time to intercept a Capitol inspection. With some persuasive charms from Elecksci, we convince them to leave unsuspicious. - We head off to meet with Esmeralda's ship. In the week getting there, Idel works on his cooking, Elecksci makes progress on Arcana training, while Yuyal successfully divulges the details of Barbuckle's and Esmeralda's relationship, but gets too drunk in the process and forgets all of it. We are tasked with getting a prophecy from the prophet called Adubais. She gives us a black cube on which the prophecy can draw upon to make a prophecy. When we enter the shrine, of high walls with mesmerizing lights shimmering from every corner like ephemeral candles brighter than any fey fire, we realize, to Yuyal’s amazement, that all priests are astral elves. We also learn from the very, very long announcement ceremonial, that Adubais used to be an astral elf pirate. Part of the sun descended upon him during a solar flare, turning his eyes and tongue pitch-black while supplying him with a shining halo above his head. What he says appears to always come true, making him some sort of a demigod. Yuyal is blessed for the time being, as she feels an unprecedented connection with the lights of the astral sea. As we place the cube before him, he gives us the following prophecy: A lying tongue will promise peace and joy The ruler will cower in a marsh, unseen A hound will speak, a great army will obey The treasure of ages ...- But midway through the last line, a black-blood stained knife emerges right from his mouth as he gets stabbed in the head from behind by an assassin, and all hell breaks loose. Yuyal, closest to he prophet and first to be spurned to action by a burning rage, stabs the assassin right in the chest and pins him against the wall behind, but the malformed creatures just oozes out black boiling tar from the wound and manically laughs and screams while struggling to free itself. Everywhere, the monastery gets attacked. Priests are being killed every second, and we decide to help as many as we can. - Amos tries to comprehend the biggest brute monster of the attackers, almost twice as tall as the others and clearly the one giving the orders, using her magic, and hears him scream, "let the demon blood flow through you". They are infused with something making them stronger, but it is only temporary. While normal and even psychic weapons appear not to be lethal to the creatures, Barbuckle’s burning column of light seems to do tremendous damage. Yuyal pulls out her magical dagger, which also appears effective, as do magic attacks from Amos and Elecksci and Elanor manages to put 2 of them to sleep before heading off to save a priest in a different room. - We bind up the sleeping assassins and proceed to eliminate the remaining assassins before, through concerted efforts, we deal enough damage to the leader that he tries to run into a portal that has opened in the entry way. In a desperate attempt to stop him without killing the badly wounded monster, Yuyal throws her magic dagger at his legs and …. Hits true! He stumbles down mere inches away from the portal and collapses. The portal closes and all alive but incapacitated assassins instantly dissolve into ashes, except for the big one. We are very, very eager to interrogate him, and while we gather menacingly around him, Idel’s kitchen knives can be heard being sharpened…Episode 12- While the monks solemnly take care of their dead, we start interrogating our prisoner, but as we remove a large pendant from his neck, it crumbles to dust, and the large, horned creatures starts to change shape, shrink, until nothing but a cowering, whimpering dwarf of the name Gimlith remains, obviously confused about where they are and what happened to them. They do remember being caught by demonic creatures and had a demonic ritual performed on them which had taken over their body. Before we leave, we receive the stamped copy of the partial prophecy we received and are allowed to take a few books from their library with us. - Back in our meeting place with Esmeralda, we inform them of what happened and how we need more information from them before we can give them this potentially dangerous prophecy. We learn that Scuddlemore gave Esmeralda the Black Rock to get the prophecy from the Prophet, he thinks that a great evil is building something big using those rocks, one of which he seems to have retrieved. - The Crows and the Vampirates are working together against the evil that Lord Scuddlemore is warning against, while the Ultras and others are rather miffed by the idea. Yuyal remembers from her peek at Scuddlemore’s map, that he believes the issue is developing between dwarf space and outer space. Esmeralda knows now that he is building a weapon, and he could be the one building this new threat, but maybe he wanted the prophecy to see if he succeeded. Yet he claimed that he was merely connecting the dots where shipments and materials went missing at key points that hinted at something big being built. Amos and Idel hang out with Gimlith, the way of stone Dwarf, to sort of get a feeling of their allegiances; they seem chill. They give us a history of basic stonework and how to do sick exercises with rocks. - We accompany Esmeralda to one of Scuddlemore's research station to deliver the prophecy, so that we can find out what is really going on and get this pendant dust inspected. The leader of the research station is Argus Dawnstar. And one of the star researchers is Jeffrey, a Mole-person. After Jeffrey’s initial sniff test determining that this is “some bad stuff”, we get a longer analysis and are told the dust is a special type of ore, called Jefferianium, that can absorb certain qualities and magic to become something new. - We decide to head into dwarf space to find out more about this new development and to finally get stuff for XiXi Mantr. Yuyal uses glimpses some spelljamming in her astral trance, and while maintaining a constant psychic link to Barbuckle and with it extensive guidance, flies the scorpion ship, which has now joined us with the Gith marines, behind our main ship heading to dwarf space. The first week is not eventful, but on the second, Barbuckle suddenly senses the psychic link is broken and finds out something hit the scorpion ship and trapped it in some sort of fractal field. They turn around and pull up next to it, realizing that most of the crew is unconscious and while the rest is fighting some type of psychic worms. Barbuckle starts glowing and shoots the worm attacking Yuyal, wounding it heavily. Then Amos shoots a powerful Witchblast that disables the fractal field, allowing the Gith and Yuyal to fight again. More fighting ensues, but we now outnumber the enemy and are able to win the day.Episode 13- We enter dwarf space and encounter their Gundam Defense Bots, who escort us to the Alpha system, where we find an asteroid system to the south that has mining and research facilities. The dwarfs are very well protected by an eternal asteroid storm. - The Diomedes system is also part of the dwarf system; it's more unexplored. It's where the planet Gimlith lived on used to be, where a lot of the research teams of the Dwarves do their work. - Dwarf society is as follows. There are the Traditional Dwarfs which are regular dwarf species that follow the old customs, Gimlith is one of these. The height of the Traditional Dwarfs are the Wise Ones. They are singular dwarfs delegated to lead one planet. Then there are the members of the D.W.A.R.F. - Democratic Workers Autonomous Regional Federation. They can be any race or species. But they are all generally augmented mechanically. Amos seeks citizenship, but he needs a sponsor and approval from a Wise One. - We are taken for questioning. Gimlith is a little bit of a snitch about we “captured” her, she nearly gets us executed, but after some explaining, that's water under the bridge. We head to the Wise One on planet Asura. - We go shopping. Idel goes food shopping, and also picks up a blue powder that really ramps someone up to 1000 and then drops them to a low afterwards. In the meantime, Elecksci goes poison and weapon shopping, but doesn’t have enough money to pick up a dream energy cannon. - We go meet the Wise One and he is melded to the stone as if he was part of it. He comes to tell us about the planet Gimlith lived on before it was destroyed: Afun. A certain, very powerful, person was responsible for making the amulet and some purple liquid that Gimlith was carrying when they woke up. We need to go to the destroyed planet of Afun, and collect wreckage that ties Gimlith to the planet. On the way we will go and see the Wise One of Zephan’s Refuge, he has info on the vial of purple liquid that Gimlith was carrying. - We also learn that Lord Scuddlemoore has visited The Wise One of Asura multiple times. But Scuddlemoore is no dwarf and hence has gotten limited information form him. - We end the session en route to the now asteroid field of Gimlith's old home planet, Afun. And on the way we'll stop for some alchemical knowledge from the Wise One on Zephans Refuge, where we learn that the purple liquid: was a concoction made in the same was as the amulet (non-DWARF). The wise one tells you the potion will tear apart whomever drinks into its 'essence' and warp it somewhere else. Her guess is it's some form of potion of returning given to the would be assassin.101112Episode 14- We are thrown back in time to the day when Gimlith's planet was in the process of being destroyed. Several asteroids landed a few days ago and the vines have begun spreading. We are a team of spec ops dwarfs called Dwarf Team 6. We are there to find something important for the dwarfs, answers about what the vines are from the research station on the planet. - We enter and encounter a vine person, who goes down pretty easily, so we go into the next room where there's a pitched battle. We head to the library to find info on what the asteroids might be made of. A dwarf by the name of Jim Rockmagic checked out a lot of books on researching the asteroids, so he might know the most about what they are. We find his office, but we blow up his office and kill him in the process. But before he dies, he tells us the only other person who knows what the asteroids are is Professor Top Rockbottom. - He is in the observatory. But it is swarming with monsters. We miraculously get the Professor out alive. He hands us a journal called "The Stars are on the Inside" It describes how the crystals seem to consume the life-force of whatever they land on. So they seem to consume the planet they're on only to send the energy of it to somewhere far away. We make it down to the Arcane Forge as the planet is being destroyed and we assemble a time capsule to send items to our future selves. We send the professor's journal (The Stars are Inside), a fishing pole, and a Magic Pickaxe that absorbs the energy of the Crystals from the Vines and uses it in the next attack. We have to make it to the Machinum where the capsule is located. - We become surrounded, but Elanor (as Michael) makes it to the capsule to put things in. She sends it off, and then a line of bright light shoots off into space as the planet implodes and creates an asteroid belt..Episode 15- We wake up in front of the Wise One and retell the whole story, leaving out our role in the deaths of multiple dwarfs. - We head out to the planet with the Time Capsule. Idel purchases a chicken named McClucken, Barbuckle goes deep into the history lore of Reginald's tattoos, who is a mentor, and gets a small bald eagle tattoo. We arrive at the jungle planet. It is a giant mass of land, with an enormous lake covering a huge portion of the planet, basically a lake the size of the Pacific Ocean. We land at a small starport on the planet. They mainly extract and export something called the Gems of Chult. We are told to find Old Man Wakonga, who is the resident Astronomer. He might have info on when the time capsule fell down. The party goes to visit them. - We find out they are very scared of snakes. They have to bribe the secretary to see the Astronomer. The Astronomy tower is similar to the one in the dwarf dream we had. There is a tall man with a gold-beard. He is Wakonga. He has a bit too much jewelry on his person, seems a bit too much. But he does give us info on when the time capsule fell. Apparently, it fell down very close to the town, somewhere in the deep jungle. We found out that they are scared of snakes because they have two main Gods, one of them is Ponto, the snake god, who is the god of chaos, who always follows the nice god. He hands us a map for the journey, but recommends a guide named Ekku. The general location is to the northeast of the town. The Aartuks are starfish monsters. We need to find a person who understands who the Artuks are. - We find Ekku at the Nasty Bannister. He is a gnome with a mustache and a chin beard. He is wearing a baseball cap with a symbol on it of a raptor with three arms. He has been out that way before, but he got handled by vines. They brought down his ship, but he escaped by the river and made it back to town. He agrees to head out with us. We tell him we are going out to get Amos's grandma's ashes, which he believes. He gets a 10% cut of the salvage we find on the way. Idel gets waylaid by looking for racing velociraptors. We find an Allosaur named Nasty Boy. And its trainer is named Nasty Pop-pop. We also buy a Triceratops named Skeeter and enter the race together. - We bet all of our money on Nasty Boy to win. We plan on how we can rig the race to guarantee to win. We meet all the riders and their mounts. Elanor magically instilling fear into all opponent mounts and riders, but the Jungle Princess and Grungstomper seem to be immune. The race starts, Bonecruncher is next to me in the lead. Idel throws a flashbang axe at his face, giving him the lead for a short time. However, even with feeding Nasty Boy several meth cookies, Idel loses the lead shortly thereafter to Bonecruncher, prompting Gimlith to "stealthily" bring down the entirety of a spectator stand down onto the race track, halting Bonecruncher until Idel can return to the lead. Once again, Nasty Boy and the other dinosaur are neck and neck. - Through much heartache and valor, Nasty Boy wins the race and we make bank. 18,000g and a Champions Token for Idel!Episode 16- We prepare for our jungle expedition. We purchase 20 horses (1 for each of us and 4 Gith soldiers we take with us and a spare for each), food and water for 10 days, tents, natural and chemical mosquito repellants, 2 med kits (Yuyal uses her astral trance to acquire knowledge how to use them), rain jackets, some bear traps and some extra weapons (2 machetes, 1 shotgun for Elanor, and one scythe for Gimlith). - We head out, Barbuckle leading the group, riding on our triceratops, Skeeter, while Yuyal and Idel scout ahead. The first night, Yuyal talks up a snake, and then stabs it when negotiations go south and extracts some poison which she applies to one of her daggers. We end the night camped out under the stars, us, and the 4 Gith Warriors, plus Ekku. - The following day, we run into a dead Aartuk. We scavenge it for trophies. Eleanor starts to craft a set of gloves made from its spines that lets you climb up trees. Gimlith tries to drink its blood, but that turned out to be a bad idea, followed by the first use of our med kit. Amos collects its head, and Yuyal cuts out some of its scales and starts crafting a breastplate out of it.- During the night, we notice some Zombie Baboons around our camp in the night, but they are not attacking for now, so we decided to not fight them yet, but they seem to be following us. They attacked a group according to Ekku and ripped them apart, so they seem violent. We plan to set a trap for the baboons the next night. - Idel takes a nap under some supplies as bait, while Eleanor is right next to it, invisible, on top of a horse, white we spread some bear traps around them. Everyone else takes position around the camp in hiding spots, either hidden away or pretending to sleep. - Not an hour after sunset, the Amos, hiding in a tree, starts noticing quite many baboons arriving and even spots some 3 large zombie gorillas. One of them approaches the bait, sniffs in the general direction of Elanor, but then continues to rummage through the supplies, eventually calling his friends to join. After more and more join in, eventually 2 get caught in some of our bear traps, and after they attack the horse, we spring the trap. - Gimlith gets in a fistfight with a Zombie Gorilla after his scythe breaks at the first swing, which seems a toss up, but eventually gets help from Ekku. Amos shots some lightning at a baboon and kills it. Elanor unleashes a whirlwind of knives to cut away at the baboons. Yuyal lights a small oil flask attached to an arrow on fire and shoots it at a dry patch of grass among the baboons, starting a wildfire. Idel jumps out from under the bait and smacks some baboons, having his echo whirl him around in a circle to slice away at the baboons. Barbuckle comes riding in on Skeeter and unleashes a moonlight beam, which instantly kills a zombie baboon on impact. Following him are the Gith soldiers on horses, who ride and cut down quite a few more baboons. A second gorilla starts calling for help, but Amos and Yuyal (now on horseback with the Gith) dispose of them. Panic disperses the remaining apes and we cut down what is left. - The next day, we find Ekkus ship, which is split in half from the crash, the bow half stuck up on the trees. Gimlith and Yuyal explore the bow half and find an orrery. The rest explore the port half, finding a collection of killed exotic animals and a large gun fondly called Betse, revealing Ekku to be wildspace hunter. Idle interacts with the spiritual remains of solar dragon skull. We find his notebook of hunting travels, with animal information and maps of their trails and habitats, which he gifts to us as thanks for reuniting him with his love (Betse). Gimlith and Elanor find more guns. We also find some more supplies and spend the night celebrating the successful finish of the first part of our journey.
1
  1. Overview - Map only
  2. Overview with Adventurer's path
  3. Path Ep.1-9
  4. System Algor
  5. System Malapensa
  6. System Piskero
  7. Gith Flotilla To'Na Rath
  8. System Loma
  9. System I'Fortoona
  10. Timeline Overview
  11. Timeline Ep1
  12. Timeline Ep2
  13. Timeline Ep3
  14. Timeline Ep4
  15. Timeline Ep5
  16. Timeline Ep5 part 2
  17. Timeline Ep6
  18. Timeline Ep6 part 2
  19. Timeline Ep6 part 3
  20. Timeline Ep6 part 4
  21. Timeline Ep7
  22. Timeline Ep8
  23. Timeline Ep9
  24. Timeline Ep10
  25. Timeline Ep10 part 2
  26. Timeline Ep10 part 3
  27. Timeline Ep11
  28. Timeline Ep11 part 2
  29. Timeline Ep12
  30. Timeline Ep13
  31. Timeline Ep14
  32. Timeline Ep15
  33. Timeline Ep16
  34. Timeline Ep16 part 2
  35. Adventurer's Infos
  36. Glossary